// Enable or disable vertical synchronization // Activating vertical synchronization will limit the number // of frames displayed to the refresh rate of the monitor. // This can avoid some visual artifacts, and limit the framerate // to a good value (but not constant across different computers). // \param window Window object // \param enabled sfTrue to enable v-sync, sfFalse to deactivate // void sfWindow_setVerticalSyncEnabled(sfWindow* window, sfBool enabled); func (self Window) SetVerticalSyncEnabled(enabled bool) { if enabled { C.sfWindow_setVerticalSyncEnabled(self.Cref, C.sfBool(1)) } else { C.sfWindow_setVerticalSyncEnabled(self.Cref, C.sfBool(0)) } }
// Enable or disable automatic key-repeat // If key repeat is enabled, you will receive repeated // KeyPress events while keeping a key pressed. If it is disabled, // you will only get a single event when the key is pressed. // Key repeat is enabled by default. // \param window Window object // \param enabled sfTrue to enable, sfFalse to disable // void sfWindow_setKeyRepeatEnabled(sfWindow* window, sfBool enabled); func (self Window) SetKeyRepeatEnabled(enabled bool) { if enabled { C.sfWindow_setKeyRepeatEnabled(self.Cref, C.sfBool(1)) } else { C.sfWindow_setKeyRepeatEnabled(self.Cref, C.sfBool(0)) } }
// Show or hide the mouse cursor // \param window Window object // \param visible sfTrue to show, sfFalse to hide // void sfWindow_setMouseCursorVisible(sfWindow* window, sfBool visible); func (self Window) SetMouseCursorVisible(visible bool) { if visible { C.sfWindow_setMouseCursorVisible(self.Cref, C.sfBool(1)) } else { C.sfWindow_setMouseCursorVisible(self.Cref, C.sfBool(0)) } }
func (s Sound) SetRelative(rel bool) { if rel { C.sfSound_setRelativeToListener(s.internal, C.sfBool(1)) } else { C.sfSound_setRelativeToListener(s.internal, C.sfBool(0)) } }
// Activate or deactivate explicitely a context // // \param context Context object // \param active sfTrue to activate, sfFalse to deactivate // void sfContext_setActive(sfContext* context, sfBool active); func (self Context) SetActive(active bool) { if active { C.sfContext_setActive(self.Cref, C.sfBool(1)) } else { C.sfContext_setActive(self.Cref, C.sfBool(0)) } }
// Activate or deactivate a window as the current target // for OpenGL rendering // A window is active only on the current thread, if you want to // make it active on another thread you have to deactivate it // on the previous thread first if it was active. // Only one window can be active on a thread at a time, thus // the window previously active (if any) automatically gets deactivated. // \param window Window object // \param active sfTrue to activate, sfFalse to deactivate // \return sfTrue if operation was successful, sfFalse otherwise // sfBool sfWindow_setActive(sfWindow* window, sfBool active); func (self Window) SetActive(active bool) bool { if active { return C.sfWindow_setActive(self.Cref, C.sfBool(1)) == 1 } return C.sfWindow_setActive(self.Cref, C.sfBool(0)) == 1 }
func Bool(b bool) C.sfBool { if b { return C.sfBool(1) } return C.sfBool(0) }
func GoBool2SfBool(goVal bool) C.sfBool { if goVal { return C.sfBool(1) } return C.sfBool(0) }